Having the save DC based on CON instead of INT is really good. This will definitely make me get the Fire Rune on top of others! Restrained is a very good condition.
Having the save DC based on CON instead of INT is really good. This will definitely make me get the Fire Rune on top of others! Restrained is a very good condition.
If they're changing the Save DC to be based on Con instead of Int, I wonder what the Level 7 ability will look like. In the UA, you use your reaction to grant an AC buff equal to 1 + your Int mod. Will they make that 1 + Con mod now? Seems weird.
Gods forbid the fighter do any damage for once. It was really too much for the fighter to have one battle per day where they did an extra ... *checks notes* 1d6 damage per hit? I forgot, only paladins are allowed to rock. Fighters are just supposed to, I dunno, take a swing every now and then and get hit I guess. Or you can be a battle master with any variety in what you can do. Or just be the lender class in a bunch of multiclass characters.
Whatever. I'll hold onto the UA version as long as possible.
Some of the changes are disappointing, but at least the damage scales and they can turn huge at level 18. That will at least be cool. And, they're still powerful, it's extra damage every round. Recharging on a long rest still sucks, but I think it fits.
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Gods forbid the fighter do any damage for once. It was really too much for the fighter to have one battle per day where they did an extra ... *checks notes* 1d6 damage per hit? I forgot, only paladins are allowed to rock. Fighters are just supposed to, I dunno, take a swing every now and then and get hit I guess. Or you can be a battle master with any variety in what you can do. Or just be the lender class in a bunch of multiclass characters.
Whatever. I'll hold onto the UA version as long as possible.
Rune knight will still be one of the best fighter subclasses. Being large isnt just about the damage but the fact you can grapple and trip much larger creatures. Plus all the utility of the runes which give you adv on skill checks and pretty powerful short rest abilities.
Gods forbid the fighter do any damage for once. It was really too much for the fighter to have one battle per day where they did an extra ... *checks notes* 1d6 damage per hit? I forgot, only paladins are allowed to rock. Fighters are just supposed to, I dunno, take a swing every now and then and get hit I guess. Or you can be a battle master with any variety in what you can do. Or just be the lender class in a bunch of multiclass characters.
Whatever. I'll hold onto the UA version as long as possible.
Rune knight will still be one of the best fighter subclasses. Being large isnt just about the damage but the fact you can grapple and trip much larger creatures. Plus all the utility of the runes which give you adv on skill checks and pretty powerful short rest abilities.
Oh, big time. The variety of those features really made it come alive for me. And while I don't agree with them toning it down a bit, I still love exactly the things you pointed out. I don't tend to optimize for combat, but this subclass seems like it has a lot of promise in terms of different things you can do. I'm actually playing it tonight! A brawny gnome archeologist who's deciphering ancient giant-speak runes in his spare time :)
Okay, having ready the official Rune Knight text in Tasha's, I think I'm ok with the changes. I would've rather kept the Giant Might damage bonus to per-hit instead of per-turn, even if it meant slowing or removing the scaling of it. I kinda liked having it be an Int-based subclass, but I guess with the Psi Warrior coming in maybe they thought adding two Int-based Fighters at the same time was a bit much. As it is, I think the replacement for the 1 + Int AC boost at Level 7 is pretty decent. I kinda liked the idea of sharing the Giant Might at Level 18, but growing Huge and extending your reach by 5' is pretty cool too. Doesn't help Rune Knight archers though(all the other RK abilities are fine for ranged attackers, at least).
EDIT: Taking another look at the final Rune Knight specs, the best use of the Level 7 ability seems to have changed and I'm not mad about it. Being able to force a re-roll on a hit means for me that I'll be using it to try and negate critical hits by making them re-roll that nat20. The limited uses is kind of a downgrade, but flavor-wise being able to take a crit away from the DM is always satisfying :)
It finally hit me what bothers me about adding the level requirements for the runes: I hate saving throws for player abilities. And now each of the special actions they have access to (except cloud) offers a get-out-of-usefulness-card.
It's not a criticism of the game system, it's just a pet peeve of mine. I can't stand abilities (spells, spell like effects, etc.) that sound moderately interesting that are then utterly at the whim of the adversary's saving throw. Because where I think "Oh, 2d6 fire damage and restrained, all for a minute? sounds cool!", I know that realistically it's really *maybe* only going to work for one round. Twice at the most extreme. And especially not on any opponent that you actually need it to work on. I'd much rather simply have it *work predictably* and have it be less of an effect. Just my preference.
And I'm still ticked they limited the giant size extra damage die to once/turn. I'd much rather them have limited its uses per day and had it apply to all attacks. Or, at the very least, all attacks not made with a bonus action (to maybe tone it down and prevent dual-wielders from piling it on I guess). Instead it's... yet another blah ability for fighters to break out. Every round, every combat is the same. I guess that is their lot in this system. I'm trying to like them...
Eh, lots of player abilities require a saving throw to work, even if you take spells out of the discussion. But given that you'll eventually have like 5 runes that you can invoke twice per short rest, it just means you have multiple tools in your toolbox, waiting for the right situation. Would they be better if they included a small amount of damage even on a successful save? Sure, but I'm ok with them as they are. So far I've loved playing my Rune Knight, and I expect I will continue to do so.
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Here's the link to the changes for those that don't have it:
https://docs.google.com/document/d/1KQSnuffG3X-kZkftSMwa3Qf3INsy-Q6apBzi-7Pi4iw/mobilebasic
To easily find the Rune Knight, just do Ctrl F "Rune Knight" and it should pop up for you.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Having the save DC based on CON instead of INT is really good. This will definitely make me get the Fire Rune on top of others! Restrained is a very good condition.
Also in the leak the Stein (Stone Rune) no longer had the condition that it is broken by damage, which would make it really strong!
Where did you see that?
If they're changing the Save DC to be based on Con instead of Int, I wonder what the Level 7 ability will look like. In the UA, you use your reaction to grant an AC buff equal to 1 + your Int mod. Will they make that 1 + Con mod now? Seems weird.
Man, reading that, that's just... disappointing. Oh well.
Gods forbid the fighter do any damage for once. It was really too much for the fighter to have one battle per day where they did an extra ... *checks notes* 1d6 damage per hit? I forgot, only paladins are allowed to rock. Fighters are just supposed to, I dunno, take a swing every now and then and get hit I guess. Or you can be a battle master with any variety in what you can do. Or just be the lender class in a bunch of multiclass characters.
Whatever. I'll hold onto the UA version as long as possible.
Some of the changes are disappointing, but at least the damage scales and they can turn huge at level 18. That will at least be cool. And, they're still powerful, it's extra damage every round. Recharging on a long rest still sucks, but I think it fits.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Rune knight will still be one of the best fighter subclasses. Being large isnt just about the damage but the fact you can grapple and trip much larger creatures. Plus all the utility of the runes which give you adv on skill checks and pretty powerful short rest abilities.
https://www.google.com/amp/s/amp.reddit.com/r/dndleaks/comments/jmts8u/the_entire_tashas_cauldron_of_everything_leak_in/
Oh, big time. The variety of those features really made it come alive for me. And while I don't agree with them toning it down a bit, I still love exactly the things you pointed out. I don't tend to optimize for combat, but this subclass seems like it has a lot of promise in terms of different things you can do. I'm actually playing it tonight! A brawny gnome archeologist who's deciphering ancient giant-speak runes in his spare time :)
Okay, having ready the official Rune Knight text in Tasha's, I think I'm ok with the changes. I would've rather kept the Giant Might damage bonus to per-hit instead of per-turn, even if it meant slowing or removing the scaling of it. I kinda liked having it be an Int-based subclass, but I guess with the Psi Warrior coming in maybe they thought adding two Int-based Fighters at the same time was a bit much. As it is, I think the replacement for the 1 + Int AC boost at Level 7 is pretty decent. I kinda liked the idea of sharing the Giant Might at Level 18, but growing Huge and extending your reach by 5' is pretty cool too. Doesn't help Rune Knight archers though(all the other RK abilities are fine for ranged attackers, at least).
EDIT: Taking another look at the final Rune Knight specs, the best use of the Level 7 ability seems to have changed and I'm not mad about it. Being able to force a re-roll on a hit means for me that I'll be using it to try and negate critical hits by making them re-roll that nat20. The limited uses is kind of a downgrade, but flavor-wise being able to take a crit away from the DM is always satisfying :)
It finally hit me what bothers me about adding the level requirements for the runes: I hate saving throws for player abilities. And now each of the special actions they have access to (except cloud) offers a get-out-of-usefulness-card.
It's not a criticism of the game system, it's just a pet peeve of mine. I can't stand abilities (spells, spell like effects, etc.) that sound moderately interesting that are then utterly at the whim of the adversary's saving throw. Because where I think "Oh, 2d6 fire damage and restrained, all for a minute? sounds cool!", I know that realistically it's really *maybe* only going to work for one round. Twice at the most extreme. And especially not on any opponent that you actually need it to work on. I'd much rather simply have it *work predictably* and have it be less of an effect. Just my preference.
And I'm still ticked they limited the giant size extra damage die to once/turn. I'd much rather them have limited its uses per day and had it apply to all attacks. Or, at the very least, all attacks not made with a bonus action (to maybe tone it down and prevent dual-wielders from piling it on I guess). Instead it's... yet another blah ability for fighters to break out. Every round, every combat is the same. I guess that is their lot in this system. I'm trying to like them...
Eh, lots of player abilities require a saving throw to work, even if you take spells out of the discussion. But given that you'll eventually have like 5 runes that you can invoke twice per short rest, it just means you have multiple tools in your toolbox, waiting for the right situation. Would they be better if they included a small amount of damage even on a successful save? Sure, but I'm ok with them as they are. So far I've loved playing my Rune Knight, and I expect I will continue to do so.